#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec3 aNormal;
layout(location=2) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
void main(){
    FragPos=vec3(model*vec4(aPos,1.0f));         //世界坐标系
    //Normal=vec3(model*vec4(aNormal,1.0f));       //世界坐标系

    Normal=mat3(transpose(inverse(model)))*aNormal;       //使用法线矩阵
    TexCoords=aTexCoords;
    gl_Position=projection*view*vec4(FragPos,1.0f);
}
